Ad Astra Per Arcana
This is a work in progress being developed by Cormac and Loki
Alignment: Any Neutral
Hit Dice: d6
Starting Wealth: 3d6 x 10 gp (average 105gp)
The artificer’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), Linguistics (Int), Spellcraft (Int) and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Table: Artificer Base Level Attack Fort Ref Will Special Abilities 1st + 0 + 0 + 0 + 2 Weird Science, Trapfinding 2nd + 1 + 0 + 0 + 3 Deductive Reasoning 3rd + 1 + 1 + 1 + 3 Craft Wondrous Item, Item creation 4th + 2 + 1 + 1 + 4 Bonus Feat 5th + 2 + 1 + 1 + 4 Craft Arms and Armor, Dismantle 1/3 6th + 3 + 2 + 2 + 5 Craft Construct 7th + 3 + 2 + 2 + 5 Metamagic Science 8th + 4 + 2 + 2 + 6 Bonus Feat 9th + 4 + 3 + 3 + 6 Craft Wand 10th + 5 + 3 + 3 + 7 Craft Rod 11th + 5 + 3 + 3 + 7 Improved Metamagic Science 12th + 6/+ 1 + 4 + 4 + 8 Bonus Feat, Dismantle 2/3 13th + 6/+ 1 + 4 + 4 + 8 Craft Staff 14th + 7/+ 2 + 4 + 4 + 9 Forge Ring 15th + 7/+ 2 + 5 + 5 + 9 Repair Magic Items 16th + 8/+ 3 + 5 + 5 + 10 Bonus Feat 17th + 8/+ 3 + 5 + 5 + 10 Dismantle 18th + 9/+ 4 + 6 + 6 + 11 Perfected Metamagic Science 19th + 9/+ 4 + 6 + 6 + 11 Bonus Feat 20th + 10/+ 5 + 6 + 6 + 12 Item Use Perfection Weird Science Inventions Level 0lvl 1st 2nd 3rd 4th 1st 2 1 2nd 2 2 3rd 2 2 1 4th 2 3 1 5th 2 3 1 1 6th 3 3 2 1 7th 3 3 2 2 8th 3 4 2 2 9th 3 4 3 2 10th 3 4 3 3 11th 3 4 3 3 1 12th 4 5 4 3 1 13th 4 5 4 4 1 14th 4 5 4 4 2 15th 4 5 5 4 2 16th 4 5 5 4 3 17th 4 5 5 5 3 18th 4 5 5 5 4 19th 4 6 5 5 4 20th 4 6 6 5 5
All of the following are class features of the artificer.
Weapon and Armor Proficiency: An artificer is proficient with all simple weapons, with light armor, and with shields (except tower shields).
Artificers can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 10, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Artificers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
Artificers add 1/2 their class level to Use Magic Device skill checks.
An artificer is not a spellcaster, but instead possesses the ability to imbue items with magical power. This weird science allows the artificer to create devices that combine the effects of one or more spells, either arcane or divine.
An artificer has access to both arcane and divine spell lists of the Cleric and Wizard classes, but only up to 4th level. Any number of spells can be combined into a single device. Spell statistics (casting times, etc.) remain unchanged, Ten times the components are required when crafting, and the artificer is considered the “caster” for the purposes of CL.
To learn, prepare, or create a device, the artificer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a artificer weird science device is 10 + the spell level + the artificer’s Intelligence modifier. The Artificer keeps a blueprint book like a wizards spellbook, but only another artificer can use it to copy spells. Cleric and wizard scrolls can be used to transfer spells into the artificers blueprint book.
Weird science devices must be invented in advance, however — they cannot be created on the fly. The time to create such devices is 4 hours per spell level used. As such, an artificer usually has a fixed collection of regularly-carried devices. Devices weight can vary, but there is a minimum weight of 1 pound per device (half that for small artificers and double it for large artificers). Weird Science Devices are a product of the artificers imagination or taught to them by another artificer, so the same spell can have a radically different appearance depending on the artificers background. Artificers can base their devices around craft skills, like clockwork devices, taxidermist with bone and fur devices, or jeweler with various jewelry devices. Each can have a very unique feel.
Weird science devices are temporary and unreliable. They are able to be used reliably once per day. The device may be used by anyone — but if used by someone other than the artificer who built it, it requires a Use Magic Device roll at DC 15 + the combined spell levels of all spells to be activated (a failed roll indicates that the device fails to activate for that user, and a failed roll that misses by 5 or more means that the device breaks down for good). When used by the Artificer, caster levels are equel to the Artificer class level; when used by others, caster level of spells are at the minimum to cast the spell.
If the device is used by the Artificer more times than allowed , it requires a Use Magic Device skill check with a DC equal starting at 18 and rising by 2 every additional time the device is used. A failed roll means that the device breaks down and may not be used again (the artificer will have to build another).
Combining multiple magical effects into a single device means that both effects function simultaneously upon activation (effectively casting two or more spells at once) — but such devices are even more unstable than usual: The Use Magic Device check for extra activations starts at DC 20 + the number of effects used, and goes up for each additional usage by the number of effects used.
Roderick, a 5th level artificer, invents an electromagnetic projector — a gun which emulates the effect of the 3rd level wizard spell, lightning Bolt. It will have a range of 120 feet, and do 5d6 points of electricity damage to any target. This device will take Roderick 12 hours to build. It can be fired 1 times per day before becoming unreliable (Use Magic Device, DC 18 +2 for each additional use).
If Roderick had decided to combine lightning Bolt, inflict light wounds (2nd level Cleric spell) and shield (1st level Wizard) into his gun, giving him a weapon which does 5d6 electricity damage at 120’ range, 1d8+5 points of damage if you use touch attack, and bestows a +4 shield bonus to AC for 1 min/level errata, it would have taken him 24 hours to complete. The gun would be able to be fired 1 times per day (Use Magical Device, DC 23 +3 for each additional use).
At third level, an artificer’s invention ability expands to include the creation of true magic items, even if the artificer does not have access to the prerequisite spells. The artificer must make a successful Spellcraft check (DC 20 + caster level) to emulate each spell normally required to create the item.
To make a 1st-level wand of magic missile, an artificer would need a Spellcraft check result of 21 or higher. To create a carpet of flying, (caster level 5th), he would need a check result of 25 or higher to emulate the overland flight prerequisite spell. The artificer must make a successful check for each prerequisite of the item.
The magic item creation guidelines are used, and for the purpose of emulating prerequisites, the artificer’s effective CL equals his class level +2. However, if the item duplicates a spell effect, the statistics of that effect use the artificer’s actual level.
Access to a 3rd level spell usually requires a 5th level caster. Under these rules, an artificer could emulate fireball at 3rd level — but the damage of a fireball coming from such an item would only be 3d6, rather than 5d6, since the artificer is only 3rd level. An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, as per the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites.
An artificer gains every item creation feat as a bonus feat. He gets Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Construct at 6th level, Craft Wand at 9th level, Craft Rod at 10th level, Craft Staff at 13th level, and Forge Ring at 14th level. In addition, an artificer gains a bonus feat at 4th, 8th, 12th, 16th and 19th level. For each of these bonus feats, the artificer must choose a feat from the following list: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Magical Aptitude, Maximize Spell, Silent Spell, Quicken Spell, Skill Focus, Still Spell, Widen Spell, or other DM approved metemagic feats
At 5th level, an artificer gains the ability to salvage the gold piece value from a magic item and use those funds to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer gains one third the gp value it took to create the item. This value is cannot be spent as gold, it may only be used in the creation of another magic item. At 12th level this increases to two thirds the value, and at 17th level an Artificer retains the full gp value it took to create the item.
An 20th level artificer wants to salvage a wand of lightning bolts that has 20 charges. Originally created (like all wands) with 50 charges, it required 5625 gp when initially made, or approximately 113 gp (5625 divided by 50) per charge. The artificer is able to recover the gp value from the remaining charges. He gains the value of (113 × 20) 2260 gp to put toward the creation of another item. If the Artificer was 5th – 12th level 1/3 of that number would be gained, and 2/3 that number if thr Artificer is 13th to 16th level.
At 6th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (such as a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. It takes a full round action to apply this ability. An artificer can use Metamagic Sciences a number of times per day equal to 3 + his Int modifier.
An artificer can Empower the spell by spending 3 charges, or trigger it Silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item. Quicken Spell cannot be applied with this ability. An artificer cannot use this ability when using a spell trigger item that does not have charges.
Improved Metamagic Science
At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (a scroll, for example). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (2 times the modified level of the spell). It takes a full round action to apply this ability. An artificer can use Metamagic Sciences a number of times per day equal to 3 + his Int modifier.
Applying the Empower Spell feat to a scroll of cone of cold, creating a 7th-level effect, has a DC of 20 + (2 × 7), or 34.
Repair Magic Items
The artificer can repair or dismantle damaged magic items (price or value subject to DM)
Perfected Metamagic Science
At 18th level, an artificer gains the ability to apply a metamagic feat he knows to one or all spell effects of a Wierd Science item he created. Activating the device in this was requires a full round action and a additional Use magic device check. The DC for the Use Magic Device check is equal to 25 + the combined modified spells levels. It takes a full round action to apply this ability. An artificer can use Metamagic Sciences a number of times per day equal to 3 + his Int modifier.
Applying Empower feat to an electromagnetic pyrotechnic projector — a gun which emulates the effect of 2 3rd level wizard spells, lightning bolt and fireball, would have a DC of 30 to affect one of the spells, and a 35 if both spells are to be empowered.
Item Use Perfection
At 20th level, the artificer can have any spell trigger or spell completion magic item created by someone else function at his caster level when activated by the artificer.